package com.example.java_gobang.game;


import com.example.java_gobang.JavaGobangApplication;
import com.example.java_gobang.model.User;
import com.example.java_gobang.model.UserMapper;
import com.fasterxml.jackson.core.JsonProcessingException;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.Data;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;

import java.io.IOException;
import java.util.UUID;

//这个类表示一个游戏房间
@Data
public class Room {

    //使用字符串类型来表示,方便生成唯一值
    private String roomId;
    private User user1;
    private User user2;

    //先手方玩家的id
    private int whiteUser;

    private static final int MAX_ROW = 15;
    private static final int MAX_COL = 15;

    //这个二维数组用来表示棋盘
    //约定:
    //1) 使用 0 表示当前位置未落子, 初始化好的 int 二维数组,就相当于全部是0
    //2) 使用 1 表示 user1 的落子位置
    //3) 使用 2 表示 user2 的落子位置
    private int[][] board = new int[MAX_ROW][MAX_COL];

    private ObjectMapper objectMapper = new ObjectMapper();

    //@Autowired, 要手动注入,因为Room不被spring管理,
    // 也不能直接在Room上面直接加上@Componet注解,因为这样会让Room变成单例,而Room是多例的,可以开房间
    private OnlineUserManager onlineUserManager;

    //引入roomManager 用于房间销毁
    //@Autowired
    private RoomManager roomManager;

    private UserMapper userMapper;

    //通过这个方法处理一次落子操作
    //要做的事情:

    public void putChess(String reqJson) throws IOException {
        //1. 记录当前落子的位置
        GameRequest request = objectMapper.readValue(reqJson, GameRequest.class);
        GameResponse response = new GameResponse();
        //当前这个子 是玩家1落的 还是玩家2落的. 根据这个玩家1和玩家2来决定数组中写1还是2
        int chess = request.getUserId() == user1.getUserId() ? 1 : 2;
        int row = request.getRow();
        int col = request.getCol();
        if(board[row][col] != 0){
            //在客户端已经针对落子进行了判定,这里是为了程序更加稳健, 在服务器再判定一次
            System.out.println("当前位置 ("+ row +", "+ col + ") 已经有子了!");
            return;
        }
        board[row][col] = chess;
        //2.打印棋盘信息,方便观察局势,也方便后面验证胜负关系的判定
        printBoard();

        //3. 进行胜负判定
        int winner = checkWinner(row, col, chess);
        //4. 给房间所有的客户端 都返回响应
        response.setMessage("putChess");
        response.setUserId(request.getUserId());
        response.setRow(row);
        response.setCol(col);
        response.setWinner(winner);

        //要想给用户发送 websocket 数据, 就需要获取到这个用户的WebSocketSession
        WebSocketSession session1 = onlineUserManager.getFromGameRoom(user1.getUserId());
        WebSocketSession session2 = onlineUserManager.getFromGameRoom(user2.getUserId());
        //万一当前查到的会话为空(玩家已经下线) 特殊处理一下
        if(session1 == null){
            //玩家1 已经下线, 直接认为玩家2 获胜!
            response.setWinner(user2.getUserId());
            System.out.println("玩家1 掉线!");
        }
        if(session2 == null){
            //玩家2 已经下线, 直接认为玩家1 获胜!
            response.setWinner(user1.getUserId());
            System.out.println("玩家2 掉线!");
        }
        //把响应构造成 JSON 字符串, 通过 session 进行传输
        String respJson = objectMapper.writeValueAsString(response);
        if(session1 != null){
            session1.sendMessage(new TextMessage(respJson));
        }
        if(session2 != null){
            session2.sendMessage(new TextMessage(respJson));
        }
        //5. 如果当前胜负已分, 这个房间不必存在了,(从房间管理器中消除)
        if(response.getWinner() != 0){
            //胜负已分
            System.out.println("游戏结束! 房间即将销毁! roomId="+ roomId +"获胜方为:"+ response.getWinner());
            //更新获胜方和失败方的 信息
            int winUserId = response.getWinner();
            int loseUserId = response.getWinner() == user1.getUserId() ? user2.getUserId() : user1.getUserId();
            userMapper.userWin(winUserId);
            userMapper.userLose(loseUserId);
            //销毁房间
            roomManager.remove(roomId, user1.getUserId(),user2.getUserId()

            );
        }
    }

    private void printBoard() {
        //打印棋盘
        System.out.println("[打印棋盘信息]" + roomId);
        System.out.println("================================");
        for (int r = 0; r < MAX_ROW; r++){
            for (int c = 0; c < MAX_COL; c++){
                //针对一行之内的若干列, 不要打印换行
                System.out.print(board[r][c] + " ");
            }
            //遍历完一行之后在打印 换行
            System.out.println();
        }
        System.out.println("================================");
    }


    //使用这个方法来判定当前落子是否分出胜负
    //约定如果玩家1获胜, 就返回玩家1的userId
    //如果胜负未分, 就返回0
    private int checkWinner(int row, int col, int chess) {
        //1.检查所有的行
        // 先遍历这五种情况
        for(int c = col - 4; c <= col; c++){
            //针对其中一种情况, 来判定五子(同色)是否连在一起
            try{
                if(board[row][c] == chess
                && board[row][c + 1] == chess
                && board[row][c + 2] == chess
                && board[row][c + 3] == chess
                && board[row][c + 4] == chess){
                    //构成五子连珠, 胜负已分
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            } catch (ArrayIndexOutOfBoundsException e){
                //如果出现了数组下标越界异常,这里直接忽略
                continue;
            }
        }
        //2.检查所有的列
        for(int r = row - 4; r <= row; r++){
            try{
                if(board[r][col] == chess
                && board[r + 1][col] == chess
                && board[r + 2][col] == chess
                && board[r + 3][col] == chess
                && board[r + 4][col] == chess){
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            }catch(ArrayIndexOutOfBoundsException e){
                continue;
            }
        }
        //3.检查左对角线
        for(int r = row - 4, c = col - 4; r <= row && c <= col; r++, c++){
            try{
                if(board[r][c] == chess
                && board[r + 1][c + 1] == chess
                && board[r + 2][c + 2] == chess
                && board[r + 3][c + 3] == chess
                && board[r + 4][c + 4] == chess){
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            }catch(ArrayIndexOutOfBoundsException e){
                continue;
            }
        }
        // 4.检查右对角线
        for(int r = row - 4, c = col + 4; r <= row && c >= col; r++, c--){
            try{
                if(board[r][c] == chess
                && board[r + 1][c - 1] == chess
                && board[r + 2][c - 2] == chess
                && board[r + 3][c - 3] == chess
                && board[r + 4][c - 4] == chess){
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            }catch(ArrayIndexOutOfBoundsException e){
                continue;
            }

        }
        //胜负未分,就直接返回0
        return 0;
    }

    public Room(){
        // 构造 Room 的时候生成一个唯一的字符串表示房间id
        //使用UUID来表示房间id
        roomId = UUID.randomUUID().toString();
        //通过入口类中记录的 context 来手动获取到前面的 RooManager 和 OnlineUserManager
        onlineUserManager = JavaGobangApplication.context.getBean(OnlineUserManager.class);
        roomManager = JavaGobangApplication.context.getBean(RoomManager.class);
        userMapper = JavaGobangApplication.context.getBean(UserMapper.class);
    }


}
